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Sense of Presence and Subjective Well-Being in Online Pet Watching: The Moderation Role of Loneliness and Perceived Stress
16 references·0 citing·43 second hop
Sense of Presence and Subjective Well-Being in Online Pet Watching: The Moderation Role of Loneliness and Perceived Stress (2020)Sense of Presence and Subjective Well-Bei…Perception and Communication (2016)Perception and CommunicationChallenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Pursuing Pleasure or Virtue: The Differential and Overlapping Well-Being Benefits of Hedonic and Eudaimonic Motives (2009)Pursuing Pleasure or Virtue: …The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Enjoyment: At the Heart of Media Entertainment (2004)Enjoyment: At the Heart of Me…A Short Scale for Measuring Loneliness in Large Surveys (2004)A Short Scale for Measuring L…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Beyond Boredom and Anxiety: Experiencing Flow in Work and Play (2000)Beyond Boredom and Anxiety: E…The Emerging Field of Emotion Regulation: An Integrative Review (1998)The Emerging Field of Emotion…The media equation: how people treat computers, television, and new media like real people and places (1997)The media equation: how peopl…Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model1 (1997)Gender Differences in the Per…Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction (1994)Task Characteristics and the …A Global Measure of Perceived Stress (1983)A Global Measure of Perceived…Loneliness: the experience of emotional and social isolation (1974)Loneliness: the experience of…Perception and communication. 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(2000)Emotion regulation: Affective, cognitive, and social consequences (2002)Diagnostic and Statistical Manual of Mental Disorders (2013)Emotion Regulation: Current Status and Future Prospects (2015)SOCIAL NETWORKS, HOST RESISTANCE, AND MORTALITY: A NINE-YEAR FOLLOW-UP STUDY OF ALAMEDA COUNTY RESIDENTS (1979)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Taking time seriously: A theory of socioemotional selectivity. (1999)Social isolation, loneliness, and all-cause mortality in older men and women (2013)Loneliness and Social Isolation as Risk Factors for Mortality (2015)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Comparative fit indexes in structural models. (1990)Alternative Ways of Assessing Model Fit (1992)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Digital marketing: A framework, review and research agenda (2016)The cocktail party phenomenon revisited: The importance of working memory capacity (2001)Creativity, Intelligence, and Personality: A Critical Review of the Scattered Literature (2006)Working Memory Underpins Cognitive Development, Learning, and Education (2013)Machines and Mindlessness: Social Responses to Computers (2000)The Limited Capacity Model of Mediated Message Processing (2000)Parasocial Interaction: A Review of the Literature and a Model for Future Research (2002)Loneliness as a specific risk factor for depressive symptoms: Cross-sectional and longitudinal analyses. 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this work references cited by second hop

References

  • 1983A Global Measure of Perceived Stress32,743 cited
  • 1998The Emerging Field of Emotion Regulation: An Integrative Review9,898 cited
  • 1997The media equation: how people treat computers, television, and new media like real people and places4,887 cited
  • 2004A Short Scale for Measuring Loneliness in Large Surveys4,777 cited
  • 2016Perception and Communication4,693 cited
  • 1958Perception and communication.4,337 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 cited
  • 1974Loneliness: the experience of emotional and social isolation2,518 cited
  • 1997Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model12,227 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2009Pursuing Pleasure or Virtue: The Differential and Overlapping Well-Being Benefits of Hedonic and Eudaimonic Motives1,289 cited
  • 2000Beyond Boredom and Anxiety: Experiencing Flow in Work and Play1,282 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited

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  • 1994Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction1,006 cited
  • 2004Enjoyment: At the Heart of Media Entertainment982 cited
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